After your adventures in the Calim Desert, you have returned to Calimport, ready to assume your new duties as one of a noble's personal guards. Your new employer has assured you that he expects more from you than routine guard duty, and will be assigning tasks appropriate for someone with your varied talents and experience. What's more, there is no knowing what may happen if you find yourself even peripherally involved in all the courtly intrigues of Calimshan. There is little doubt that your time in Calimport will be full of adventure.
Swordflight Chapter Two is an epic adventure in which you will explore the city of Calimport and a few nearby regions in non-linear fashion. It features challenging tactical combat, old school dungeon crawling, interaction with many colorful NPCs, extensive class-specific content and sidequests, numerous role-playing opportunites, and more.
This module is a sequel to Swordflight Chapter One, which ideally would be played first.
The following four hakpaks are required to play this module:
ctp_common.hak and ctp_loadscreens.hak (found on the CTP Tilesets page linked to below)
ctp_babylon.hak (found on the CTP Babylon page linked to below)
SwordflightA.hak (found on this page)
Version History (see Readme for details on changes made):
8/24/2016: v. 1.06
8/3/2017: v. 1.07
11/6/2018: v. 1.08
4/8/2019: v. 1.09
3/11/2021: v. 1.10
4/13/2021: v. 1.11
12/22/2022: v.1.12
3/31/2023: v. 1.13
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I just finished this module and I am very impressed. Almost flawless design, well thought out adventures, interesting chracters and high quality content.
I played as a rogue (trying for caotic neutral, but playing as I saw fit), and apreciated the many possibilities for faction changes. Also a big plus for the high degree of things for different classes to do.
I liked most of the quests, and the encounters where mostly well balanced. I think money where too plentifull: in the second chapter I never saved on anything and could easily buy all the best gear as soon as it got awailable (I got the feeling that the limited healing/cure potions should force the player to consider their resources, here less cash might be better?).
Also there where a high loot-value (many special and expensive gear was found), perhaps necessary to cater the different classes and possible henchmen? That contributed to the high wealth in any case.
Overall one of the best modules I have played. Will there be a chapter III?
Thanks for commenting on the module so positively, Tobtor. I am glad you liked it.
As for there being too much money, this is a consequence of many players being perturbed by having any limitations on healing and rest, however minimal, and generally finding my modules to be too hard, with the result that I attempted, perhaps clumsily, to split the difference between the thorough-going old school harshness I might have preferred and more modern RPG tendencies toward healing and other resources being effectively unlimited. As well, class balance issues do indeed play a role here, since class, alignment and other factors can make a significant difference in how much money one ends up with. For example, a cleric who has little need for potions because he can handle a lot of his own buffing and healing, or a rogue with the skills to rob everyone in the module blind and no ethical qualms about taking advantage of them, can expect to accquire significantly more wealth than many other character types would.
Subsequent chapters are definitely planned. I am currently hard at work on Chapter 3, and would estimate (very roughly) that it is about 2/3rds done.
Incorrect. Quests like the Hrangarak and Gunkruzelle that require a melee character to have range weapons to kill a pair of enemies become you can't reach since the only path to them is through a warded and locked door you can't pick or break is bad design.
On top of that, if you go back to town just to get weapons so you can kill the enemies, the npcs won't enter dialogue with you anymore saying that you should restore the other one before talking. Broken quest if you take the steps to deal with the questionable enemy placement you didn't have weapons for in the first place is also bad design.
It looks like you ran into a bug with the dialogue for those characters. Apologies for that, and thanks for calling it to my attention, so I can fix it when I find time. Failing to carry a back-up missile weapon is something I thought so obviously stupid that I perhaps did not test situations where it would be an issue thoroughly enough. Though if this particular quest made the point that having such a back up is a good idea, I am not sure, aside from the bug, that is actually a bad thing. At any rate, I do not think anyone was ever claiming a completely bug-free playthrough was guaranteed (the readme has a long list of bugs and issues I have fixed over the years), and if this single issue in a single side-quest is the best example you can come up with of poor design, I am inclined to take that as evidence I am actually not doing too badly.
Replying to a years old comment by a poster who might not even still be around is a very odd way to make a bug report (if that is what you are actually doing. I am not clear if you want help debugging the issue, already dealt with it by reloading or some other means, gave up in disgust, or what), and not recommended as it can be hard to find such replies and easy to overlook them.
An amazing continuation of the previous instalmente, we can clearly see a big evolution over the first chapter. I was impressed and thrilled since the theme was more about exploration, and being able to delve into so much of calimport was refreshing.
I felt that both the puzzles, and the detail given to each location, be it by the enviroment (npc and art style) truly gives a feeling of care. I am divided with the story, the main characters, seem to be the most fleshed out but the enemies come and go a bit too fast? It's dificult to feel ?hate? Anyway i had my share of memorable moment's none the less. Also the henchmen's can either feel a burden or a blessing, blame the AI? I came to realize that the best henchmen in NWN are either monks which can last or ranged classes that don't use melee weapons(i am looking at you yuanti sorc >_>). Continuing the story, there were many enjoyable moments, and it was fun has the story developed, although a bit predictable at times (i find something leading somewhere, yep i am going there next).
Theres' a lot of enemy variation and the stats forced me to change spells acordingly, baring those moments which a critical failure forces you to reload, they all seem manageable, there's still a big enfasis (probably i am wrong) in big hit's so be sure to make you character has defensible as possible.
There are a few thing's i would like to add though, i felt we didn't explore dark calimport enough, there's a diference in feeling from dark calimport to other areas wich was ?empty? i didn't feel the same care i saw in other areas. Also, although your taking the right aproach to resting i would prefer to refine it a bit, the current problem with resting is that it heals and recovers your power's, in my opinion resting should:
1) Have a cooldown, this stopes it from being an exploitable, plus it adds logic, you have rested what's the point of resting again?
2)limit the healing, at max it should heal around 20% of your max health, this would give oportunity to divide resting in 3 parts a smal/medium/long rest, with both danger, suplies and spells associated with them. It also alows for the introduction of skills that can improve resting, with druid's, ranger's and barbarian's skilled on them.
3) suplies, you can't rest with out breaking camp or eating some rations etc etc, this gives another element of resting, also allows for example creation of kits to camp on dangerous zones, or use rooms previusly discovered to use has a smal resting area, giving player tools like barring the door, alarm traps etc etc to prevent ambushes, in real life you always look for a safe room for resting. Also having a message declaring the peril of the zone would indicate if the zone can be rested on the open or you need to find a safe location.
In all an amazing continuation.Now i am gona take a few rest's and enjoy some other adventures while i wait for part 3.
Thx for the good work and keep it coming.
Thank you very much for these extensive comments, Fred.
The henchman AI is definitely annoying, albeit I try to compensate for this to some extent by giving the henchmen somewhat overpowered equipment. I think since my modules tend to be harder and more tactically challenging than most, people tend to particularly notice the AI deficiencies in my modules. At any rate I have received multiple complaints about this despite the fact that the henchmen are using the same AI they do in most NWN modules, where this matter is rarely mentioned.
There are certainly many ways one might revise NWN's default resting system, each with its own set of advantages and disadvantages. Your suggestions are interesting, although much more complicated to implement than my fairly simple system.
It is a Pleasure when i enjoy the product.
By the way, take this has an advice, go take a look at the Aielund Saga, if you havent already, i am pretty sure you could reuse that henchman AI wich is pretty well done, specialy the pets! Also their combat logs are amazingly tiddy, with saves and failures with diferent color and everything. They also atack some of the balances of some spells in a diferent light ("spell:harm" ring's a bell?), their resting system also takes a CD aproach.
I am currently running an adventure with a druid on said module, i am enjoying it. I hope this feedback helps you make an even better module. Although i speak against their leveling speed, also buff's fall realy fast making them more temporary (ex."spell:bull strenght").
I have a problem loading chapter 2: Game says I'm missing hak file
I downloaded the hak file from here and the module worked just fine, for me, with it. Note that the hak comes in a compressed zip file, so one possible error on your part might have been neglecting to open the "swordflight_hak.zip" that you would have initially downloaded, and removing the "SwordflightA.hak" file from it. That is the only possible source of your trouble that occurs to me off the top of my head, so if that is not the issue I fear we might need the assistance of someone with more expertise in Linux than I possess. One thing you could try is simply making a blank file named "SwordflightA.hak", placing it in your hak folder, and seeing if the module will run with that present (the only thing actually in that hak file is some edited 2da files that affect the feats, skills, etc. henchmen take when leveling up, so without those the module should still be playable). That might help narrow down the source of the problem.
Didn't work, but now I know it's smth with my game/linux, becouse i encounter this problem with other modules too. Game seems to not read a lot of hak files, so even if I load a module succesfully, there are a lot of white-blank models. Not a problem with your module, sorry for troubling you.
This is happening to me too, and I'm not running on Linux. It just keeps telling me there is a missing hak file, even though it is right there. Can't figure out any way around it, which is a real bummer.
EDIT: UGH I'm dumb - was missing the additional haks. Dumb dumb.
Your problem is likely that Linux is case-sensitive and that NWN expects haks and similar game resources to have all-lowercase filenames
If you play on Linux and you've got modules like Swordflight which use mixed case file names for its haks, then you have to rename them or set a lowercase symlink or NWN won't find them.
=>
mv SwordflightA.hak swordflighta.hak (==renaming) or alternatively
ln -s SwordflightA.hak swordflighta.hak (==symlinking)
should fix that.
Hi folks,
I'm enjoying this mod very much so far, having played Chapter One and continuing my character from it.
I'm having a bit of a problem though and I need help:
I'm hopelessly lost down in the Tunnels & Caverns of Dark Calimport!
I literally spent over 6 hours yesterday (real-time) trying to find my way back to the surface. I tried re-tracing my steps as well as trying randomly, but I just keep going in circles so to speak. Is there any trick to finding the way (ANY way) up?
Thanks in advance for any advice!
I finally found a ladder back up, yay!
I have no one to blame but myself. I must have been through this particular section 47 times, but I didn't read that one single Map Pin, oh well... At least I got some extra GP and XP, right?
Thanks to anyone who may have been preparing a response, and now back to the sewers!
Glad you got that sorted out. Those randomized caves were a bit of an experiment for me and perhaps not an altogether successful one as they can be a bit confusing. You can indeed make use of them to farm for additional gold and XP, so perhaps that will benefit you in the long run.
Poke, poke. How goes Chapter 3? How many chapters are planned? :D
I am continuing work on Chapter 3, and hope to have it done in 5 months or so, an estimate that must be considered rough and subject to revision. I planned for the series to have 5 chapters at one point, and it still might, though at the moment I am considering breaking what would have been Chapter 4 into two parts, which would make 6. None of these chapters should be as long as Chapter Two, so at least in theory I should be able to complete some of them with greater speed (although my modules do sometimes seem to take on a life of their own and grow out of control).
Wow. [can't find the words]
I just finished Chapter Two, and I have to say it was amazing!
I think the Walkthrough deserves a 10 all on it's own, it was so thorough and informative! <g>
This has got to be one of the best mods I've ever had the pleasure of playing.
It took me (on & off) over 2 weeks to finish, and I can't even imagine all the hours it took to create!
Thank you so much, and count me in as one more eagerly awaiting Part 3! :-)
Thank you, Neilyum. Making this module was indeed time-consuming but it is gratifying to know that the end result is being enjoyed.
Very good follow up to the first mod, very engaging, plenty of battles. I didn't find the money to be an issue.
w/ some fine tunning & minute scrub this can be a Great mod
My biggest CON for the mod was the -1 evil alignment for smashing property if you were in a house depending on the situation. ONLY -1 evil alignment for choosing to work w/ a lich
Thanks for commenting, fleetordatvar. I am glad you found it engaging.
Alignment is necessarily handled in a somewhat crude way, it not being practical to allow for every nuance and subtlety of circumstance and intention in a computer game. I wanted any actual changes of alignment to happen gradually so players could arrest the shift with different behavior if they did not like where it was heading, which required that no single shift be too large. Furthermore, the shifts are meant to be based as much or more on what they reveal of the character's attitude as on the actual gravity of what is being done.
Hay, how you doin'? This module is pretty good, and I'm glad to see design that makes me use my consumables and gives lots of roleplaying options. That said, I hope the sequels will be lighter on the fantasy racism aspect. That's well trodden ground already, and this module in particular seemed almost like parody the way there are so many creatures being their polar opposite, to the point of having an aasimar blackguard and tiefling paladin in the same room.
Thanks for commenting on the module, SomeGuy. As far as your one criticism goes, I have been accused before of including some rather cliched stuff, and since I have fond memories of many classic RPGs and include the occasional homage to them, I certainly have to admit there is some justice to this charge. On the other hand, I will note that my handling of some of these cliches actually is literally a parody on occasion, or at least a bit tongue in cheek.
I'm pretty sure I voted already, but I just want to make sure and also link to my review praising what is already a masterful series, here and here. Cheers, rogueknight333!
Thanks, Lilura. I expect it will be helpful to prospective players to have a link to your review here.
This was as good as A Dance with Rogues, but without the smut, which I preferred. 8 is normally the highest I give for a module that I thoroughly enjoyed, but this is one better.
Superb module. Sequels can be better!
Thanks for the vote and praise, Nick. I am gratified I was apparently able to exceed your expectations.
Loved it. I played it awhile back, and I have been waiting for the third chapter ever since. (Been a few years), and I just replayed it awhile ago.
Really is one of my favorite modules of all time, and I have a feeling chapters 3/4 will bump it into that number 1 slot. You have done a wonderful job in creating this story, characters and world, and it is only too easy to get sucked into it and end up playing for hours.
Can't wait for Chapter 3, feel like I am going through withdrawl.
Thanks for the kind words about the module, HunterOrdo. Unfortunately I expect it will be at least a few months until Chapter 3 is ready for release, but I am working away on it.
An incredibly well-built and atmospheric module. The level of detail is staggering and no matter what character you play there's something specifically tailored to their archetype. I was very pleased, for example, that my transmuter wizard could turn into a pixie to enter a crevice. The scope of this module is so large I don't even know where to begin reviewing!
What I loved:
-Calimport is richly detailed and feels especially unique with its scheming Pashas, roving slavers, vast slums, and ancient catacombs
-Quests are tailored to many different styles of play. You can bypass doors through puzzle-solving like a wizard, or strong-man your way through as a barbarian. You can use Polymorph to enter small-only areas. If you have a pixie familiar you're even given the option of toting her along to open up a rogue quest.
-Henchman aren't your slaves. Each one has their own motives and will accompany you on missions THEY care about, and react to your choices.
-Module is challenging and balanced around managing resources. You need to plan and use your Deathward Tokens at the right time. You don't just save up for that one Immune-to-Death-Magic belt.
-Finally, the module puts some fun twists on tired fantasy cliches (like clearing sharks out of a basement; orcs disenfranchised by human expansionism, etc.)
Things that could be improved:
-I like hard-core rules, but the resting system felt overly punitive. There's almost no chance of surviving an ambush on resting so I ended up reloaded till an ambush didn't come. Felt like I was gaming the system. Hiding rest-points in secret rooms or wilderness caves might fit the spirit of limited resting better.
-Disenfranchised monster-races are a big theme of the module but it felt like too many of the henchman were monsters who worshiped Lawful/Good deities. The greedy dwarf ended up being my favorite. I think neutral PCs could do with some love in less extreme henchmen.
Otherwise I've immensely enjoyed this series so far! I'm looking forward to Chapter III.
Thanks for your comments, Numos. I wanted to provide role-playing that offered different experiences to characters of different classes and types, and I am glad you seem to think I was successful in that regard.
The resting system is definitely hard on spellcasters, perhaps an overreaction to default NWN where, with no particular restrictions on rest, casters tend to be quite overpowered. I have struggled with fine-tuning this balance in various modules but I am not sure I will ever get it exactly right. Ambushes are supposed to be very hard to survive, and encourage players to avoid resting at all in circumstances that could trigger them (while still leaving the possibility of resting, perhaps even saving until one avoids an ambush as you did, for players who get themselves into a bind). Casters are encouraged to make significant use of wands, scrolls, etc., and in addition to that, theoretically, one can get by with such methods as occasionally retreating to distant safe areas, using the rest runes, and taking advantage of one's occasional "death" to rest in the respawn area, but many players are reluctant to make use of some or all of these options for various reasons. It is also possible to beat ambushes if one does not wait until absolutely necessary to rest (i.e., one still has a decent number of spells on hand to deal with an ambush), and casts invisibility or something of that nature the moment it occurs. E.g., one could then try to rest, beat off an ambush as necessary, and use the runes as a backup if one's spells are used up before being able to successfully rest.
So as a follow up to my review of Part I, here's my review of Part 2.
I enjoyed playing through part II for Swordflight, moreso than Part I. I found that it was a good sequel to Part I, in that it added on an already solid foundation. The way you acquire your magical gear was enjoyable, too often in other modules you are simply handed shiny new armors and shields without much work to be had. I felt that I had earned that holy warrior armor +2 when I finally got it.
Exploring the city was also particularly enjoyable, Calimport felt pretty massive. I didn't thoroughly explore the sewers as that seemed to be a daunting task and I was eager to play through the module and not traipse around underground Calimport.
Something that I forgot to mention in my previous review is the dialog. It was very well done. For once, I felt that being evil was actually evil, not cartoonish, mustache-twirling evil. Same thing for being good, it was more about being selfless and not accepting rewards (or being greedy and persuading people to give you more money) and going out of your way to help people. I found the alignments in Part I and Part II to be very well done.
The combat was as good as the previous module. Although I ran into a snag with a certain hasted, scimitar-wielding hobgoblin (he killed me twelve times, cheeky little shit), the fights and dungeon crawling were always well balanced. What I particularly enjoy about the dungeons in this series is the need to be ready for everything. You had everything you needed to tackle any
I'm giving part II 9/10, since it improved on pretty much every aspect of Part I, except the AI, which is why it isn't 10/10. The henchmen were infuriatingly useless and I simply stopped using them in the later part of the module. Although, to be fair, at that point my character was an unstoppable juggernaught.
Thanks for your comments on my modules, SandThief. I am glad you liked the combat and alignment-based roleplaying options, as many players end up having issues with at least one of those.
I do recommend that you take the time to explore everything thoroughly, even sewers.
You are of course correct that the henchman AI is terrible, though I do find it a bit funny that more than one player has commented on this in the context of Swordflight despite the fact that it is the same AI used in almost every NWN module, in most of which it is not deemed worthy of mention. No doubt the more challenging and tactical combat of Swordflight makes the AI's flaws a lot more obvious and irritating than would normally be the case.
I'm not so sure that the AI being mentioned more often than elsewhere (if that's the case; dunno) is necessarily because of the combat; for me it was more because of the XP adjustments:
You get more XP with henchmen present; looking at it from a slightly different angle, the module punishes you for going solo or when a henchmen dies. So throughout the 2nd part of the module, it can feel like you're mainly doing an escort mission which happens to follow a plot line. And if you're playing a stealthy character, you have to get used to & remember the stealth issue that forces you to shake your henchies awake manually and then to remind them occasionally via commands to keep fighting (I did use that bugle or horn or whatever it was only once because using it means losing both an entire round while being at lot more vulnerable to attacks, which kinda sucks when you're in the middle of a bunch of sneak-attacking enemies or trying to kill magic users before they can really enter the fight).
So any stupidity by the henchmen will be more noticeable and llikely feel more important. And additionally., if you are like me and aren't too fond of escort missions in the first place, having to escort some daydreaming doofuses doesn't exaclty make them more endearing (neither the escort mission, nor the doofuses).
So quite often, and especially for more difficult fights, my rogue ended up telling her XP-bonus-tokens/loot mules to "stand your ground" before stealthily entering a new area and then clearing it out alone; or at least not calling in the others until the more dangerous foes had been dealt with.
To sum up: the reason couild also be that henchie deaths are slightly more important from a purely game mechanics point of view than in other modules, which means it's more annoying when they mess things up.
[ just an explanation; I enjoyed the module and really appreciate the work you've done ]
I do not know, but it is certainly possible you are right about one of the reasons people particularly dislike the Henchman AI in the context of my module. No good deed goes unpunished I suppose: here I was thinking that if players have to put up with annoyingly stupid henchmen they might as well be rewarded with extra XP for it. I suppose the theory of having an XP penalty for henchmen is that the help they provide in combat means that you are doing less work yourself and thus deserve less XP. In fact henchman are so stupid they can on occasion actually make combat more difficult, and routinely make it more annoying, so this never seemed fair to me. The default henchman system also provides a perverse and unrealistic incentive for players to actually want to get their henchmen killed, since normally that translates into more XP.
The bugle was a hasty and jury-rigged solution to a bug in the AI that I was getting complaints about, and probably not the best that could have been implemented. Again, the bug in question is part of the default AI and occasionally crops up in other modules, where as a rule it is ignored.
At any rate, thanks for your comment. It has provided me with a little food for thought about incentives in relation to game design.
I hope you can help me
I played through the first module in this series and absolutely loved it. However, I can't get this module to run. The client crashes on me while loading. I have the above hak files installed. Here is the output of my log file:
-------
[Sat Dec 19 23:08:31] Loading Module: Swordflight - Chapter Two
No Walk Mesh For Placeable: plc_u02
No Walk Mesh For Placeable: plc_b05
No Walk Mesh For Placeable: plc_b07
No Walk Mesh For Placeable: plc_u01
No Walk Mesh For Placeable: plc_x0_grw
No Walk Mesh For Placeable: plc_x0_pot
Attempting to load invalid walk mesh appearance type for placeable Id=810!
Attempting to load invalid walk mesh appearance type for placeable Id=810!
Attempting to load invalid walk mesh appearance type for placeable Id=809!
Attempting to load invalid walk mesh appearance type for placeable Id=809!
Attempting to load invalid walk mesh appearance type for placeable Id=811!
Attempting to load invalid walk mesh appearance type for placeable Id=811!
No Walk Mesh For Placeable: plc_w01
Invalid Tileset Data for (tic01): TileID (177) > TILES (177) - Check the [Count]/TILES value in the tileset's setfile.
Invalid Tileset Data for (tic01): TileID (177) > TILES (177) - Check the [Count]/TILES value in the tileset's setfile.
Invalid Tileset Data for (tic01): TileID (177) > TILES (177) - Check the [Count]/TILES value in the tileset's setfile.
Invalid Tileset Data for (tic01): TileID (177) > TILES (177) - Check the [Count]/TILES value in the tileset's setfile.
Invalid Tileset Data for (tic01): TileID (177) > TILES (177) - Check the [Count]/TILES value in the tileset's setfile.
Invalid Tileset Data for (tic01): TileID (177) > TILES (177) - Check the [Count]/TILES value in the tileset's setfile.
Invalid Tileset Data for (tic01): TileID (177) > TILES (177) - Check the [Count]/TILES value in the tileset's setfile.
Invalid Tileset Data for (tic01): TileID (177) > TILES (177) - Check the [Count]/TILES value in the tileset's setfile.
No Walk Mesh For Placeable: plc_b06
No Walk Mesh For Placeable: plc_b04
Attempting to load invalid walk mesh appearance type for placeable Id=527!
Attempting to load invalid walk mesh appearance type for placeable Id=527!
No Walk Mesh For Placeable: plc_b09
Attempting to load invalid walk mesh appearance type for placeable Id=722!
Attempting to load invalid walk mesh appearance type for placeable Id=722!
Attempting to load invalid walk mesh appearance type for placeable Id=721!
Attempting to load invalid walk mesh appearance type for placeable Id=721!
No Walk Mesh For Placeable: plc_t07
No Walk Mesh For Placeable: plc_t04
No Walk Mesh For Placeable: plc_t06
No Walk Mesh For Placeable: plc_t05
No Walk Mesh For Placeable: plc_u10
No Walk Mesh For Placeable: plc_c08
No Walk Mesh For Placeable: px2_g07
No Walk Mesh For Placeable: px2_d03
No Walk Mesh For Placeable: px2_c03
No Walk Mesh For Placeable: px2_c04
No Walk Mesh For Placeable: px2_c07
No Walk Mesh For Placeable: px2_c08
Attempting to load invalid walk mesh appearance type for placeable Id=512!
Attempting to load invalid walk mesh appearance type for placeable Id=512!
No Walk Mesh For Placeable: plc_k05
No Walk Mesh For Placeable: plc_x0_tds
Attempting to load invalid walk mesh appearance type for placeable Id=527!
Attempting to load invalid walk mesh appearance type for placeable Id=527!
Attempting to load invalid walk mesh appearance type for placeable Id=512!
Attempting to load invalid walk mesh appearance type for placeable Id=512!
Attempting to load invalid walk mesh appearance type for placeable Id=837!
Attempting to load invalid walk mesh appearance type for placeable Id=837!
Attempting to load invalid walk mesh appearance type for placeable Id=837!
Attempting to load invalid walk mesh appearance type for placeable Id=837!
No Walk Mesh For Placeable: plc_u04
Attempting to load invalid walk mesh appearance type for placeable Id=719!
Attempting to load invalid walk mesh appearance type for placeable Id=719!
Attempting to load invalid walk mesh appearance type for placeable Id=719!
Attempting to load invalid walk mesh appearance type for placeable Id=719!
Attempting to load invalid walk mesh appearance type for placeable Id=691!
Attempting to load invalid walk mesh appearance type for placeable Id=691!
Attempting to load invalid walk mesh appearance type for placeable Id=691!
Attempting to load invalid walk mesh appearance type for placeable Id=691!
Attempting to load invalid walk mesh appearance type for placeable Id=512!
Attempting to load invalid walk mesh appearance type for placeable Id=512!
-----------
Again, hope someone can help.
Fixed it! Sorry guys
I have NWN diamond. I ran the critical rebuild and fired up the module again and it worked!
YAY I'm pretty damn happy!
Many thanks for creating this brilliant sequel - had great fun playing it and, as an extra bonus, took me ages :)
Once again, the battles were hard and almost always needed tactics to win. One or two were insanely difficult, but I managed, after numerous attempts, to win through.
I was hugely disappointed when I got to the end and discovered that Chapter 3 did not exist - and overjoyed to hear that you are still working on it - can't wait for it to arrive.
Once again, many thanks for all the effort you have put into this - very much appreciated and valued.
Thanks for commenting on my modules, Surazal. Though I have not been working as fast as might be hoped, subsequent chapters are coming.
I'm having a blast with this module as well as I had with part one. First things first, though:
Game bugs in part two, so far (I'm in the desert at the moment) are:
1) Infinite experience loop while talking to Rajar - you can ask him again and again about wererats and get 60xp each time (I wasn't a rogue if that helps).
2) Game stopping bug, this one is quite serious:
if you do quests in a different than intended order, a script sets a variable with Kalomas Zekar PCTALK=2 while assigning a quest in the desert after destroying orcs/goblins etc. However, if after getting that quest you get to talking to Hamad's daughter you get a quest to visit Kalomas tower "for the 1st time" and deliver a message to Kalomas's daughter, the script sets a variable with Kelomas PCTALK=1; therefore the main quest (refugees in the desert) cannot be proceeded because variable PCTALK == 1 is set with Kelomas instead of PCTALK==2;
I managed to advance the quest by using Debugmode 1; dm_runscript scc_hamad014; Debugmode 0;
Apart from that the quality of the mod is very high and I recommend everyone to play it. What I didn't like (the same in part one) is a lot of backtracking, would have liked some sort of a transportation system but used DebugMode1 and jumptoarea for those tedious walks.
It's one of a very few mods that allowed me to make a powerbuild of a paladin that fell from grace and turned bard turned blackguard then back bard ;-) Even though I'm not finished with part two yet, can't wait to try (announced) part three.
If both modules were made by a single person, I can't say antyhing else but high praise for both hard work and creativity. There are a lot of uniqe ideas or old ideas used anew in the mod that set it apart from most NWN modules. One of the best modules ever made for NWN.
Keep up the good work.
Thanks for your praise of my work, avatar, as well as calling those bugs to my attention. I thought I had a check in place to prevent issue #2 but apparently it only kicks in during the next quest Hamad offers, which is a bit too late to avoid all potential issues. It does appear it will only occur if one does almost all of Hamad's quests before doing any of Zarala's, which seems an unlikely way to play, but is indeed a theoretically possible one. I am currently working at getting Ch. 3 done, but perhaps once that is finished I will have to look into making a revised version of Ch.2 to avoid that bug and a few other minor issues with it.
Can anyone help? I am playing Chapter 2 and have problems with how the game handles creatures. I installed all the files needed for this module and I played many other modules without problem. What I experience so far:
- no sharks whatsoever in the docks, in basement, so I could not finish a side-quest
- no slimes in the sewers (in spite of the message "you are attacked by rats and slimes"; only rats appear)
- no basilisks in the areas where they should be underneath Calimport - only hook horrors
- no horses at all- there were no patrolling horses in the city, and when I bought one at city gates it did not appear at all.
Also, some creatures like Sahuagins under docks and Wyverns in forest of Mir appear as "invisible": they attack me, my henchmen seem fight them, and on pressing Tab, they are located as existent. However, I cannot interact with them, ie. fight them, see their corspe or take their loot. It's even worse. On trying to acces Satyr's groove the game breaks. It is weird, as I played some modules with sahuagins, satirs and wyverns functioning properly before.
Any ideas what I can do to fix this? Are there additional haks needed? Deleting some files from a specific directory? I would like to at least fix all the plot-critical bugs here (I believe you need to visit satirs' groove to proceed?).
Those creatures are 1.69 additions.
Either your version of NWN is not updated to 1.69
OR
you have something in your Override directory that is not updated to 1.69.
Rename your Override to Override_
Start the game over - not from a saved game.
If you have nothing in your Override, then run the critical update.
Start the game over - not from a saved game.
That's all I can think of.
FP!
I think the game won't run without override folder - you need at least a fake folder.
I have a weird variation of this same issue. I do see the sharks and Sahuagins, but I don't see horses or the basilisks. Also I can't get into Satyrs grove, the game gets stuck on a loading screen. Not really sure what to do.
Is there maybe a command console I could use? Also, I did update my game to 1.69 as well as then installing the community patch "1.72", before playing this module.
As indicated above, the most likely cause of that sort of trouble is the presence of something in one's override folder that is not compatible with patch 1.69, so you might want to check what you are using in your override, if anything. Also, some players whose games were allegedly at 1.69 nevertheless experienced 1.69 related issues that were fixed by running the 1.69 critical rebuild, so that might be something to try if you have not already.
As for the Satyr's grove, you could try using the console command: "dm_movetoarea mirforest012" to get into it, though if it gets stuck on a normal transition it might well get stuck on that too. Using Project Q's patch haks has been known to cause a similar issue (in a different area, but one using the same tileset), so that could be the source of trouble if you are using them. If that is the only area you cannot get into you are not going to miss out on too much.
I do not recommend using the community patch in conjunction with my modules, as some people have reported issues apparently caused by it, though nothing like what you are experiencing.
Hey, thanks for the fast reply. Yeah, after posting I did manage to get into the area by starting up a multiplayer game and loading the save, in mutiplayer I didn't have any problem entering. When I got in, I saw the nymphs in the area but the satyrs were invisible. ( before posting, I did try patching with the 1.69 critical rebuild, and renaming/removing my old override folder and making a new one, but it still didn't let me load into the area normally or see the satyrs when there, at least on loading the old save. Might work if I were to start the entire module again)
Also, the thing with the horses is a bit strange because when I was playing the aelund saga there were no problems with the horses there. The only modifications I've done to my override folder after that playthrough was adding some custom familiars, however I do have project Q installed. Anyway after finishing this act of the series, I do plan on buying NWN EE and probably doing a fresh install of everything. My override folder is very messy, so I'm not really that surprised that something is interacting with something in a non-good way.
About the console commands, is there a command with which I could mark the satyr quest as completed, perhaps? And anyway if you say the satyrs aren't that important I'll go ahead and proceed with the save later this week, then.
Unfortunately, problems caused by override content do sometimes persist in saved games that originally used it even after removing the override files.
There is not much to the Satyrs (no journal entry or anything like that IIRC). If things were working correctly, you would have a brief conversation with them and discover they are planning to ally with the goblins. If you succeed at a Persuade/Bluff/Intimidate check against them you can convince them to avoid doing this, otherwise you would have to fight them. Either way, avoiding them does not cost you anything but several hundred XP, at most. If you want, you could just use the console to award yourself that XP (375 for succeeding at the check, and a similar but varying on level quantity for the fight). Alternatively, if you can see the nymphs, you might want to try triggering the fight with them by attacking them. You would be a disadvantage being unable to see the other creatures, but sometimes henchmen can see and target creatures in these situations even when you cannot, and you should still be able to hit them with AOE spells, so it might work.
If you are using Project Q's patch haks you might also run into trouble attempting to enter the Orc-besieged fortress in the Marching Mountains (if you have not been there yet), as other players have reported such an issue, and this unfortunately is an area central to a plot-critical quest that you need to get into. In dealing with this issue with other players, it was determined that deleting the line "PatchFile000=q_vfxgui" from your nwnpatch.ini file could fix this confllict with Project Q, so you might want to try that (and perhaps see if the same thing affects the problem with this area). Perhaps your multiplayer trick would work too, if the same problem comes up.
If you cannot see horses you might run into another problem when attempting to enter the Spider Swamp, as there is a plot critical character there you need to talk to, but as he is mounted on a horse you might not be able to see and interact with him. If you continue reading greg's comments, you will note that he had this issue, but was able use console commands to get out of it. To summarize, using the console command "dm_setvarint NW_JOURNAL_ENTRYj_swamp 2" at that point will reproduce the practical results of talking to the mounted General Jra'ein in the swamp.
Alright, then. Thanks for the informative reply.
Are there any known issues with the sharks in basement quest in Enhanced Edition? They appear for me, but after killing all of them and killing everything in the sewers and caves, I can't complete the quest.
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